Cycles is a ray-tracer it does not need any extra ambient occlusion because realistically occluding things is what comes with a ray-tracer by design. In Cycles it is supposed to be used as a mask for procedural shaders like adding dust in places where the occlusion happens where dust particles would more likely to remain.
Such brief tutorial lifted heavy thoughts about using actual AO map I baked earlier. Through this node structure I got very decent result. Thanks, mate! P.S. Used that baked map - result pretty similar except it dark af=)
@@androidcemetery3d Pointiness do not work for me- at all. There is Bevel node setup for edge wear wich works for me. Was just wondering why that AO node exist in cycles, cause i was thinking that's a eevee thing. Also i put the AO node between color and principled and i was like .. 🤔
@@androidcemetery3d it worked perfectly fine for single simple object, the issue I had appeared when I tried to make such material for nearly every object in the complex scene, so I abadoned this idea and used ambient occlusion pass in compositing (although glass material does not good then)
Hi this works well for me thanks! but I have a question how do I exclude one object from AO? My eyes object have a AO but it got darker because the eyeglasses is near the eyes.. can I exclude the eyeglasses from AO effect? Thanks in advance!
This should work. *1* Just make sure you go over to the Properties editor. *2* Go to the Render tab. *3* At the top choose Eevee as the Render Engine. *4* Scroll down from there to Ambient Occlusion and make sure you have that box ticked on. *5* Also make sure that your Ambient occlusion distance is more than 0, same area as the last.
Thanks a lot for the video! I get white edges on my bevels, I can't find out why and I can't do a HP model without beveled edges. I've tried with the ao nodes, I've also tried without any nodes (a bit better but bevels are still visible in white).
@@androidcemetery3d I get same issue with curvature . But indeed I enabled cavity. Does it really influence the rendering which is done with cycles? Anyway that's a good clue, thanks a lot !!
You use the color output to add a tint of color but from what I can tell you have to add it to the base color in the principal BSDF, so I usually just add color to the AO using the mix shader.
@@androidcemetery3d I have being using this node since introduced in blender and a lot of aproaches tested. Never noticed a diference between these outputs. For me this outputs exactly the same. I really wanted to see this color tint happening.
Could you give me a hint? On my cube, after boolean operations and even without them, AO is not displayed at some corners. Especially noticed the problem with the inner corners.
Thanks so much for this. You've allowed me now to add the AO node without hassle. 😊
Glad I could help!
It should be included in principaled bsdf i think.
love you man sooo much 😁😁😁
thanks for keeping it short and simple
1 hour ago...l
Cycles is a ray-tracer it does not need any extra ambient occlusion because realistically occluding things is what comes with a ray-tracer by design. In Cycles it is supposed to be used as a mask for procedural shaders like adding dust in places where the occlusion happens where dust particles would more likely to remain.
Very helpful tutorial!
Such brief tutorial lifted heavy thoughts about using actual AO map I baked earlier. Through this node structure I got very decent result. Thanks, mate!
P.S. Used that baked map - result pretty similar except it dark af=)
That's a useful and objective tutorial. Thank you.
Great tut. Needed to pump up the AO and found your tutorial which explains it clearly. Now my car doesn't seem floating:)
Cool stuff man. Cheers.
Very good tutorial concise and informative
Perfect, thank you!
YOU SAVED MY LIFE!😂
Glad it helped :)
Le agradezco enormemente este video /I greatly appreciate this video
Hey! This is pretty helpful, im newer here, can this be done to the "world"?
Muchas gracias man
So this is what my clients mean when they say "make it pop"
Hope it made it pop!!
very cool, thank you !
Glad you liked it :)
THANK YOU!
Your welcome :)
thank you
Your welcome :)
Good
Good god, never used that node, but it gives me exactly what i want, and can't achive with that pointines setup..
Glad the video was helpful, Pointiness setup is mainly used for dirt and edge wear effects.
@@androidcemetery3d Pointiness do not work for me- at all. There is Bevel node setup for edge wear wich works for me.
Was just wondering why that AO node exist in cycles, cause i was thinking that's a eevee thing.
Also i put the AO node between color and principled and i was like .. 🤔
ty for the video :) but how can i bake this now for the texture?
This method is for rendering in cycles, there is a video by unrealmatter on UA-cam called 'how to bake ao maps in blender' which might help you.
@@androidcemetery3d ok.ty :)
Making this material crashes my blender when trying to go to render view mode... 'loading render kernels' after that blender stops responding....
Depending on your computer specifications it could take 5 - 40 minutes to render, you could try switching to CPU?
@@androidcemetery3d it worked perfectly fine for single simple object, the issue I had appeared when I tried to make such material for nearly every object in the complex scene, so I abadoned this idea and used ambient occlusion pass in compositing (although glass material does not good then)
how to save ao image?
Does the AO node not work with GPU? My blender always crashes when I do. I use the latest driver and the latest Blender
It crashes for me sometimes too but that's because I have bad GPU
@@androidcemetery3d nvrmd it works now. It said loading render kernels for a bit. Eventually I just waited for like 5 minutes and it worked
sometimes when I update drivers, the first render of viewport takes a bit as its loading the new kernal. kinda annoying, but it eventually catches up.
Köszi!
Your Welcome :)
How do you set up the lights like you did?
edit: sorry i figured it out
👍
Hi this works well for me thanks! but I have a question how do I exclude one object from AO? My eyes object have a AO but it got darker because the eyeglasses is near the eyes.. can I exclude the eyeglasses from AO effect? Thanks in advance!
In the AO node you can tick only local.
a+
Thanks :)
does this not work with eevee?
This method only works for Cycles.
This should work. *1* Just make sure you go over to the Properties editor. *2* Go to the Render tab. *3* At the top choose Eevee as the Render Engine. *4* Scroll down from there to Ambient Occlusion and make sure you have that box ticked on. *5* Also make sure that your Ambient occlusion distance is more than 0, same area as the last.
Thanks a lot for the video! I get white edges on my bevels, I can't find out why and I can't do a HP model without beveled edges. I've tried with the ao nodes, I've also tried without any nodes (a bit better but bevels are still visible in white).
It might be that in your viewport shading ( top right drop down arrow ) you have cavity enabled?
@@androidcemetery3d I get same issue with curvature . But indeed I enabled cavity. Does it really influence the rendering which is done with cycles? Anyway that's a good clue, thanks a lot !!
In the node Oclussion the exit is for AO not for COLOR.
If you test them both out you will see that there is no difference, at least not in the way that I do it.
@@androidcemetery3d Its true. Thanks!
missing a comparison between color and ao outputs in ao node...
You use the color output to add a tint of color but from what I can tell you have to add it to the base color in the principal BSDF, so I usually just add color to the AO using the mix shader.
@@androidcemetery3d I have being using this node since introduced in blender and a lot of aproaches tested. Never noticed a diference between these outputs. For me this outputs exactly the same. I really wanted to see this color tint happening.
Could you give me a hint? On my cube, after boolean operations and even without them, AO is not displayed at some corners. Especially noticed the problem with the inner corners.
AO only works is there are faces close to each other or in a deep crevasse, it wont work on a simple cube.
@@androidcemetery3d Many thanks!
blown wayyyyy out. this isnt how light acts at all
Thanks from Mac Mausoleum😇
Thank you
You're welcome :)
Thank you
You're welcome